Perk Entry Point
Revision as of 23:05, 22 November 2013 by imported>Egocarib (added descriptions and notes for various perk entry points)
A list of all the perk entry points.
Perk Entry Points
- Activate
- Adds a new choice to show in addition to the normal activation prompt
- Button Label: The button text for the new choice.
- Run Immediately: If checked, there is no selection menu. This is run in addition to the default activation.
- Replace Default: This is run in place of the default activation.
- Apply Spell: The contact spell to apply to the target.
- Script fragment has parameters:
- akTargetRef: the object reference that was activated.
- akActor: the actor that did the activation (perk owner).
- Adds a new choice to show in addition to the normal activation prompt
- Add Leveled List On Death
- Add Leveled List: The specified LeveledItem list to add to the target upon death.
- Adjust Book Skill Points - Not Used?
- Adjust Limb Damage - Not Used
- Allow Mount Actor
- Apply Bashing Spell
- Applies a spell to the target when the perk owner successfully bashes him/her (with a shield or weapon)
- Spell archetype must be Fire and Forget - Contact, Constant Effect - Contact, or Constant Effect - Self
- Apply Combat Hit Spell
- Applies a spell to the target when the perk owner successfully hits him/her
- A combat hit is considered a hit with a melee weapon, therefore hand to hand, Magic and Archery will not cause this perk to activate.
- Spell archetype must be Fire and Forget - Contact, Constant Effect - Contact, or Constant Effect - Self
- Apply Reanimate Spell
- Applies a spell to all actors reanimated by the perk owner.
- Spell archetype must be Fire and Forget - Contact, Constant Effect - Contact, or Constant Effect - Self
- Apply Sneaking Spell
- Applies a spell to the owner while sneaking. Beothia's Ebony Mail is a good example of this.
- Spell archetype must be Fire and Forget - Contact, Constant Effect - Contact, or Constant Effect - Self
- Apply Weapon Swing Spell
- Targets attacking the perk owner appear to gain a perk with 'Apply Combat Hit Spell' using the specified spell.
- Spell archetype must be Fire and Forget - Contact, Constant Effect - Contact, or Constant Effect - Self
- Calculate Mine Explode Chance - Not Used
- Calculate My Critical Hit Chance
- Adjusts the perk owner's critical hit chance. Base chance without perks for the player is zero.
- Calculate My Critical Hit Damage
- Adjusts the amount of damage a critical hit by the perk owner will inflict. Base critical damage without perks is calculated from the weapon's base damage multiplied by a crit multiplier that appears to vary from weapon type to weapon type (usually around 0.4 or 0.5x)
- Calculate Weapon Damage
- Can Dual Cast Spell
- Can Pickpocket Equipped Item
- Filter Activation
- Can be used to prevent (or enable) the perk owner, activating (or in the players case not receiving a activate prompt as well.) the targeted object.
- Get Max Carry Weight
- Get Should Attack
- Ignore Broken Lock
- Ignore Running During Detection
- Make Lockpicks Unbreakable
- Mod # Applied Enchantments Allowed
- Affects number of enchantments that can be simultaneously applied to a single item.
- Mod Armor Weight
- Mod Attack Damage
- Mod Bashing Damage
- Mod Bribe Amount
- Mod Detection Light
- Mod Detection Movement
- Mod Favor Points
- Mod Incoming Damage
- Adjusts the amount of physical damage taken by the perk owner.
- Mod Incoming Spell Duration
- Adjusts the duration of spells and spell-like effects applied to the perk owner.
- Mod Incoming Spell Magnitude
- Adjusts the magnitude of magic effects applied to the perk owner. (spells, shouts, weapon enchantments, etc.)
- Mod Incoming Stagger
- Modifies the amount of stagger sustained by the perk owner when hit.
- Mod Percent Blocked
- Mod Player Intimidation
- Mod Player Reputation
- Mod Poison Dose Count
- Adjusts the number of times a poisoned weapon will apply its poison on hit before the poison wears off.
- Mod Power Attack Damage
- Mod Power Attack Stamina
- Mod Secondary Value Weight
- Mod Shield Deflect Arrows
- Mod Shout OK
- Mod Soul Gem Enchanting
- Adjusts soul gem energy during enchantment, affecting the amount of charges granted to weapon enchantments. No influence on armor enchantments.
- Mod Soul Gem Recharge
- Adjusts the amount of energy soul gems provide when used to recharge a weapon's depleted enchantment.
- Mod Spell Casting Sound Event
- Mod Spell Cost
- Affects casting cost of spells. (This probably also affects skill gain rates as a result.)
- Mod Spell Duration
- Mod Spell Magnitude
- Mod Target Damage Resistance
- Mod Target Stagger
- Adjusts the amount of stagger targets suffer when hit by this perk owner.
- Modify Addiction Chance
- Modify Addiction Duration
- Modify Alchemy Effectiveness
- Modify Armor Rating
- Modify Bow Zoom
- Decimal values between zero and 1.0 allow increasing amounts of bow zoom. The default value is zero. Some values appear to produce buggy behavior (discussion).
- Modify Buy Prices
- Modify Commanded Actor Limit
- Modify Detection Sneak Skill
- Modify Enchantment Power
- Affects the magnitude of enchantments applied to an item by the perk owner.
- Modify Enemy Critical Hit Chance
- Modify Falling Damage
- Modify Ingredients Harvested
- Affects the number of ingredients obtained from harvesting a single plant.
- Modify Initial Ingredient Effects Learned
- ...when eating an ingredient.
- Modify Lockpick Level Allowed
- Modify Lockpick Sweet Spot
- Affects the size of the area that a lockpick must be within in order to move the lock mechanism.
- Modify Lockpicking Crime Chance
- Modify Lockpicking Key Reward Chance
- Modify Max Placeable Mines
- Modify Max Pickpocket Chance
- Modify Player Magic Slowdown
- No effect (see discussion).
- Modify Positive Chem Duration
- Modify Potions Created
- Affects the number of potions generated when combining a single set of ingredients.
- Modify Recover Arrow Chance
- Modify Recovered Health
- Modify Sell Prices
- Modify Skill Use
- Adjusts the skill use factor, changing the amount of experience awarded for using skills.
- Modify Sneak Attack Mult
- Adjusts damage multiplier applied to a successful sneak attack.
- Modify Soul Pct Captured To Weapon
- Determines the percentage of the target's soul that will be applied to recharge an enchanted weapon when that weapon makes a killing blow on the target. Pct is calculated based on the default soul size of the target (i.e. the size soul gem it would fill if soul trapped).
- Modify Spell Range (Target Loc.)
- Modify Telekinesis Damage
- Modify Telekinesis Damage Mult
- Modify Telekinesis Distance
- Modify Tempering Health
- Modify Ward Magicka Absorption Pct
- Purify Alchemy Ingredients
- Set Activate Label
- Sets the Activation Label of the looked at object to the specified text field when looked at by the player(If of course the player is the perk owner if not this appears to do nothing.)
- Set Boolean Graph Variable
- Set Lockpick Starting Arc
- Set Progression Picking
- Set Sweep Attack
- Should Apply Placed Item